the Jester
Legend
coyote6 said:Originally Posted by AD&D1 DMG page 81
Interesting- my copy has it on page 82.
I never knew this was possible either, and I don't think anyone I have ever gamed with did either.

coyote6 said:Originally Posted by AD&D1 DMG page 81
So a guy torn up by a fearsome troll gets dropped to negative hp, and giving him a slug of whiskey can stabilize him and keep him from bleeding out.
That is awesome.
As written, AD&D1 is pretty complicated – “advanced,” even.
See, the thing is, when someone claims that AD&D1 is an easier, faster, simpler, rules light game system compared to later editions, it seems the claimer is always talking about their experience with a heavily house ruled version of the system.
As written, AD&D1 is pretty complicated – “advanced,” even. This was by design. To make AD&D1 easier, faster, simpler, and rules light, many players house ruled out the inconveniences and complications. Like:
Weapon vs. AC
Weapon speed
Surprise
Spell casting times
Psionics
Declaring actions before rolling initiative
Rolling saves for every item when the character falls in a pit or takes fireball damage
Healing from negative hit points
Level limits for demi-humans
Training for leveling up
Helmet rule
Ability score generation
Etc.
Oh, and can we stop the stupid slap fight and get on with the thread, please?
You didn't know you were stepping into the heavily mined DMZ warded by veterans of the edition wars? Some of us are so shell-shocked that if you don't carefully qualify and parse your post before hitting that button, we'll come out screaming "They're coming through the wire! I need illumination, dammit! We got mooks in the wire! To arms!"Geez, I never meant for this to degenerate into an edition war, but I should have known better.
Says the one who included subtle edition slights in his opening post?jcayer said:Geez, I never meant for this to degenerate into an edition war, but I should have known better.
jcayer (edited by Bullgrit) said:Last night, after a bit of planning, my regular group had a bonus session. We usually play every other Tuesday, but everyone was available, so we decided to put 4E away and give AD&D a try.
Most of us grew up playing it, but had a fair amount of fog clouding our memories. In the end, 5 players, created 2, level 5, characters each, in under an hour, and entered the Ghost Tower of Inverness(aka C2).
Everyone had a BLAST. Even the power gamer, who I was really worried about, came out with 2 different voices and RP'd his characters like never before.
Some interesting observations...squishy. While nobody died, someone fell in a hole in the first 10 minutes and burned up 30% of their hit points. I managed to bring 2 guys down to -3 and -5, but a couple of cure lights wounds and they eventually made it back to their feet.
Combat was very fun as it moved quickly. Sure, with 10 guys, a typical battle took about 30 minutes, but almost every stayed focused. Very few side conversations. We did not use a grid or miniatures.
Anyway, anyone who grew up playing this, I encourage you to dust it off and give it a try. The players felt free to do different things and we'll be finishing the adventure next month during another bonus session.
I used segments vice rounds, too.The Shaman said:a combat time unit was a segment, not a round.